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https://github.com/Steffo99/hella-farm.git
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79 lines
1.9 KiB
GDScript
79 lines
1.9 KiB
GDScript
extends Area2D
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class_name Cursor
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## A [CharacterBody2D] syncing its position with the mouse on each physics timestep.
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signal dragged(node: Draggable)
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signal dropped(node: Draggable)
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@onready var game: MainGame = MainGame.get_via_group(self)
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@onready var gold_display: GoldDisplay = %"GoldDisplay"
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@onready var cheat_gold_spawner: Spawner = %"CheatGoldSpawner"
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var dragging: Draggable = null
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static func get_via_group(node: Node) -> Cursor:
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var result = node.get_tree().get_nodes_in_group("cursor")
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if result.is_empty():
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return null
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return result[0]
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func find_closest_target() -> Draggable:
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var areas = get_overlapping_areas()
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var min_distance: float = INF
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var to_drag: Node = null
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for area in areas:
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if not area is Draggable:
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continue
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var distance = position.distance_to(area.position)
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if distance < min_distance:
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min_distance = distance
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to_drag = area
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return to_drag
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func drag():
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var target = find_closest_target()
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if target and not dragging:
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dragging = target
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target.drag(self)
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dragged.emit(target)
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func drop():
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if dragging:
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var target = dragging
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dragging = null
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if is_instance_valid(target):
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target.drop()
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dropped.emit(target)
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else:
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dropped.emit(null)
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func log_dragging() -> void:
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Log.p(self, "Dragging: %s" % dragging)
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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drag()
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else:
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drop()
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func _process(_delta: float) -> void:
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# Determine mouse cursor shape
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if dragging:
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Input.set_default_cursor_shape(Input.CURSOR_DRAG)
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elif has_overlapping_areas():
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Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
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else:
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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func _physics_process(_delta: float) -> void:
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position += (game.camera.get_global_mouse_position() - global_position)
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if Input.is_action_pressed(&"cheat_gold"):
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cheat_gold_spawner.spawn()
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